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ISIE 401 UI
9. Interaction Devices
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Keyboards and Keypads
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Keyboard layouts
 QWERTY layout (Christopher Latham Sholes), Dvorak layout, ABCDE style
 number pads – telephone* layout and calculator layout
 wrist and hand placement awkward
Keys
 ½-inch-square keys (12 mm square), concave surface with a matte finish
 40- to 125-gram force and a displacement of 3 to 5 mm, tactile and audible feedback
 larger for reliable access, locking by embedded light, labels, home keys (F and J)
 Function keys, Cursor movement keys -- inverted T arrangement, auto-repeat feature
Keyboards and keypads for small devices
 reduced, wireless, foldable, virtual keyboards, softkeys
 tap on virtual keyboards, handwrite on a touch sensitive surface (Graffiti)
Pointing Devices
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Pointing tasks
 6 types of interaction tasks -- Select, Position, Orient, Path, Quantify, Text
 direct control (light pen, touchscreen, stylus) vs. indirect control (mouse, trackball, joystick, etc)
Direct-control pointing devices
 lightpen – incorporate a button – arm fatigue, hands obscuring part of the screen, users
removing hands from the keyboard, picking up the lightpen
고려대학교 산업공학과
ISIE 401 UI
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 touchscreen (fatigue, obscuring the screen, hand off keyboard, imprecise pointing,
smudging of the display) – land-on strategy, lift-off strategy
 pointing on the LCD surface – handwriting recognition, stylus
Indirect-control pointing devices
 more cognitive processing and hand-eye coordination
 mouse, trackball, joystick, trackpoint, touchpad, graphics tablet
Comparison of pointing devices
 direct pointing devices – fastest but the least accurate devices
 mouse for speed and accuracy, mouse was found to be faster than the trackpoint
 users’ tasks matter – browsing, precision pointing
Fitts’ Law
 the pointing time is a function of the distance and the width
 well established for adults users
Novel devices
 foot controls, eye-tracking (Midas touch problem), DataGlove
 ubiquitous computing and tangible user interfaces
 handheld devices
Speech and Auditory Interfaces
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Discrete-word recognition
 recognize individual words spoken by a specific person – 90-98% reliability for 100- to
10,000-word or larger vocabularies
고려대학교 산업공학과
ISIE 401 UI
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 speaker dependent training, speaker independent system
 hands are busy: mobility required; eyes occupied:harsh or cramped conditions
 recognition rate – background sounds change, user is ill or under stress, similar vocabulary
 more demanding of working memory than the hand/eye coordination
Continuous-speech recognition
 difficulty in recognizing the boundaries between spoken words
Voice information systems
Speech generation
 synthesis – in some cases, removal of speech generation
Non-speech auditory interfaces
 audio tones – confirmation for most users, vital for the impaired; after 2 hrs, distraction
 auditory icons (familiar sounds), earcons
Displays – Small and Large
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Display technology
 CRT, LCDs, Plasma panel, LEDs, Electronic ink, Braille displays
Large displays
 information wall displays (situation awareness), interactive wall displays, multiple desktop
displays
Heads-up and helmet-mounted displays
Mobile device displays
 poor readability
고려대학교 산업공학과
ISIE 401 UI
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Animation, image, and video
 digital photography, optical character recognition, videodisks, CD-ROMs, digital
versatile disks (DVDs), motion picture experts group (MPEG), MP3
Printers
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thermal printers, dot-matrix printers, inkjet printers, impact-line printers, laser printers
plotters, photographic printers
braille embossers
three-dimensional printers
고려대학교 산업공학과
ISIE 401 UI
10. Collaboration
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Goals of Collaboration
 collaboration by the goals and tasks of the participants:
 Focused partnership – collaboration between two or three people; email, chat, instant messages,
voice mail, telephone, video conferencing, SMS, photo exchanging
 Lecture or demo – one person sharing info with many users at remote sites; the start time and
duration is the same for all; no history keeping
 Conferences – groups communicate at the same time or spread out over time, but with
participants distributed in space; a record of previous conversation, blogs, wikis
 Structured work processes – let people with distinct organization roles collaborate on some task
 Electronic Commerce – negotiations can be distributed in time and space
 Meeting and decision support – face-to-face meeting with simultaneous contributions; anonymity
 Electronic commerce – customers browsing and comparing prices, accurate recording and rapid
dissemination of results
 Teledemocracy – produce consensus through online conferences, debates, and votes
 online communities – communities of interest (Cols), communities of practice (CoPs), networked
communities
 collaboratories
 telepresence – immersive SD VR
 time-space matrix (Ellis et al., 1991)
고려대학교 산업공학과
ISIE 401 UI
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Asynchronous Distributed Interfaces: Different Place, Different Time
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Electronic Mail
Newsgroups, listservers, discussion boards, conferences, blogs, and wikis
 newsgroups – organized into hierarchies to help users to find topics of interest
 listserv –individuals must subscribe to receive email notices online conference
 discussion board – evolved from bulletin board
 web-logs (blogs)
 wikis – collaborative web pages that are open for anyone to add or revise content
 online magazines, newsletters, journals
Online and networked communities
 topically focused and geographically dispersed
 shared goal, identity, or common interest and participate on a continuing basis
Synchronous Distributed Interfaces: Different Place, Same Time
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Chat, instant messaging, and texting
Audio and video conferencing
 video conferencing, DTVC (desktop videoconferencing) – slow response time, background
noise, inappropriate lighting, eye contact difficulty, small image size, privacy invasion, jerky
motion
고려대학교 산업공학과
ISIE 401 UI
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Face to Face Interfaces: Same Place, Same Time
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Electronic meeting rooms, control rooms, and public spaces
 brainstorming, voting, and ranking
 parallel communication, anonymity, group memory, process structure, task support and
structure
Electronic classrooms
고려대학교 산업공학과
ISIE 401 UI
11. Quality of Service
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Introduction
 quality of service – time is precious; harmful mistakes should be avoided; reduce user frustration
 focus on the decisions to be made by network designers and operators
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Models of Response-Time Impacts
 response time – the number of seconds it takes from the moment users initiate an activity until the
computer begins to present results o the display or printer
 lengthy (> 15 sec) response time – ↓ productivity,↑error rate, ↓satisfaction
 more rapid (< 1 sec) – ↑ productivity, ↑ error rate for complex tasks
 display rate – the speed, in characters per second (cps), at which characters appear for the user to
read – graphics in bytes per seconds
 cognitive model of human performance -- useful in making predictions, designing interfaces,
formulating management policies
 Robert B. Miller’s review (1968) – in situations where response time differ
1. Limitations of short-term and working memory
 George Miller (1956) – “the magical number seven – plus or minus two”  seven chunks of
info. in working memory for 15 to 30 seconds – familiarity
 STM processes perceptual input, whereas WM is used to generate and implement solutions
 visual distractions or noisy environments, anxiety, interference
고려대학교 산업공학과
ISIE 401 UI
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Sources of errors
 interference, delay – preferred response time
 long response time leads to wasted effort and more errors because a solution plan is
reviewed repeatedly
 shorter response times may generate a faster pace in which solution plans are prepared
hastily and incompletely
3. Conditions for optimum problem solving
 Wickelgren (1977) -- speed-accuracy tradeoffs
 feedback -- graphical dynamic progress indicators
 rapid task performance, lower error rates, high satisfaction
 other conjectures may play a role in choosing the optimum interaction speed
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Expectations and Attitudes
 acceptable response time – 2-second limit
1. previous experience
2. individual’s tolerance for delays
3. task complexity and the user’s familiarity with the task
 longer response time – web-page content less interesting, lower in quality, negative user
perception of the companies
 three conjectures
고려대학교 산업공학과
ISIE 401 UI
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User Productivity
 changes in response time alter user productivity
 users will adapt their work style to the response time
 users pick up the pace of the interface, and they consistently prefer a faster pace  error rates
increases
 each task appears to have an optimal pace
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Variability in Response Time
 people detect 8-percent changes in a 2 or 4 sec response time  fixed short response time
 modest variations in response time do not severely affect performance – adapting
 physiological effect of response time  higher error rates, higher systolic blood pressure, more
pronounced pain symptoms with shorter response time
 an increase in variability of response time ( 50% of the mean) does not have any negative
influence on the performance
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Frustrating Experiences
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major sources of problems – web browsing, e-mail, word processing
interface redesign, software quality improvement, network reliability increases
increased learning, careful use of services, self-control of their attitudes
spam, viruses
고려대학교 산업공학과
ISIE 401 UI
12. Balancing Function and Fashion
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Error Messages
 lack of knowledge, incorrect understanding, inadvertent slips
1. Specificity
2. Constructive guidance and positive tone
 what uses need to do to set things right
3. User-centered phrasing
 brevity
4. Appropriate physical format
 mixed uppercase and lowercase messages
 optimal placement – proximity, consistent place (the bottom line), dialog box not obscuring
the problem
 alarm – users control
5. Development of effective messages
 upgrade performance and greater job satisfaction
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Nonanthropomorphic Design
may give users an erroneous model of how computers work and the machine’s capacities
to clarify the differences between people and computers
an anthropomorphic interface can be distracting or produce anxiety for others
Walker, Sproull, & Subramani (1994) – “incautiously adding human characteristics like face,
voice, and facial expressions could make the experience for users worse than better”
 external locus of control by animated characters – increase anxiety and reduce performance
 use of first-person pronouns – deceive, mislead, confuse users
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고려대학교 산업공학과
ISIE 401 UI
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Display Design
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Field layout / Empirical results
Display-complexity metrics
 four task-independent metrics for alphanumeric displays
 overall density, local density, grouping, layout complexity
 displays that optimize search times do not necessarily optimize subjective ratings
 fast performance  grouping of items; high subjective ratings  low local density and low layout
complexity
 effective display design – 6 to 15 groups neatly laid out, surrounded by blanks, similarly structured
 web-based designs were dramatically different – cool designs, hot images, attention-grabbing
layouts
 more accurate prediction of user performance – integrating with task frequencies and sequences
 layout appropriateness deal with buttons, boxes, lists
Window Design
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Coordinating multiple windows
 coordinated windows – windows appear, change contents, and close as a direct result of user
actions in the task domain
 coordination – a task concept that describe how information objects change based on user actions
 tight coupling – interface concept that supports coordination
 Synchronized scrolling
 Hierarchical browsing
 opening/closing windows
 Saving/opening window state
고려대학교 산업공학과
ISIE 401 UI
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Image Browsing
 overview and detailed view -- zoom factor 5-30 effective (additional intermediate view)
 side-by-side placement, zoom-and-replace approach
 fisheye views – magnified focus area while preserving the context in a single display
 visually appealing, even compelling
 but changing distortion may be disorienting and zoom factor never exceeds 5
Color
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use color conservatively
limit the number of colors
recognize the power of color as a coding technique
ensure that color coding supports the task
have color coding appear with minimal user effort
place color coding under user control
design for monochrome first
consider the needs of color-deficient users
use color to help in formatting
be consistent in color coding
be alert to common expectations about color codes
be alert to problems with color pairings
use color changes to indicate status changes
use color in graphic displays for greater information density
고려대학교 산업공학과
ISIE 401 UI
14. Information Search and Visualization
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Introduction
 information retrieval  information gathering, seeking, filtering, or visualization
 database management  data mining from data warehouses and data marts  knowledge
networks or semantic webs
 information search using traditional UI – hurdle for novice users and an inadequate for experts
 task objects are represented by interface objects in structured relational databases, textual
document libraries, or multimedia document libraries
 task actions (browsing or searching) represented by interface actions (scrolling, zooming, joining,
or linking
 Tasks – specific/extended fact finding, exploration of availability, open-ended browsing and
problem analysis
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Searching in Textual Documents and Database Querying
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SQL – requires training, and even then users make frequent errors
natural-language queries – appealing but limited computer processing capacity
form-fillin queries and query-by-example
five-phase framework
Formulation: expressing the search  source, fields, phrases, variants
Initiation of action: launching the search  explicit, implicit initiation, dynamic query
Review of results: reading messages and outcomes  sequence and cluster
Refinement: formulating the next step  history buffer
Use: compiling or disseminating insight
고려대학교 산업공학과
ISIE 401 UI
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Multimedia Document Searches
 image search -- query by image content (QBIC)  search for distinctive features or search
for distinctive colors
 Map search – search by features
 Design or diagram search
 Sound search
 Video search
 Animation search
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Advanced Filtering and Search Interfaces
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filtering with complex Boolean queries
automatic filtering
dynamic queries
faceted metadata search
collaborative filtering
multilingual searches
visual searches
Information Visualization
 the use of interactive visual representations of abstract data to amplify cognition
 visual-information-seeking mantra – overview first, zoom and filter, then details on demand
 Data type by task taxonomy (TTT) and seven tasks (Box 14.2)
고려대학교 산업공학과
ISIE 401 UI
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1-D 1inear data
 in a sequential manner – textual documents, dictionaries, alphabetical list of names
 interface-design issues include what fonts, color, size to use, and what overview, scrolling,
or selection methods to provide for users
2-D map data
 maps, floor plans, newspaper layouts
 interface-domain features (size, color, opacity)
 user tasks – to find adjacent items, regions containing items, paths between items and to
perform the seven basic tasks
3-D world data
 molecules, the human body, and buildings
 users’ tasks typically deal with continuous variables such as temperature or density
 cope with the position and orientation when viewing the objects  potential problems of
occlusion and navigation  overviews, landmarks, teleoperation, multiple views and TUI
Multidimensional data
 n attributes in a n-dimensional space (dynamic two-dimensional scattergram)
 tasks include finding patterns, clusters, correlations, gaps and outliers
 three-dimensional scattergram (disorientation and occlusion)
Temporal data
 items have a start and finish time, and that items may overlap
 finding all events before, after, or during time period and the seven basic tasks
고려대학교 산업공학과
ISIE 401 UI
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Tree data
Network data
 shortest or least costly paths connecting two items or traversing the entire network
Overview task
 movable field-of-view box (zoom factors of 3 to 30), fisheye strategy
Zoom task
Filter task
Details-on-demand task
 simply click on an item to get a pop-up window with values of each of the attributes
Relate task
 proximity, containment, connection, color coding; highlighting
History task
 history of actions to support undo, replay, and progressive refinement
Extract task
Challenges for information visualization
고려대학교 산업공학과